// If the light is not batched, it could be due to shadow, so we still specify light function atlas sampling.
	Out.LightFunctionAtlas = LightFunctionAtlas::BindGlobalParameters(GraphBuilder, View);

	// PS - Render Targets
	Out.RenderTargets[0] = FRenderTargetBinding(SceneColorTexture, ERenderTargetLoadAction::ELoad);

	//TODO:暮迟-新增-开始
	const FSceneTextures& SceneTextures = View.GetSceneTextures();
	Out.RenderTargets[1] = FRenderTargetBinding(SceneTextures.ToonShadow, ERenderTargetLoadAction::EClear);
	//结束

	if (Substrate::IsOpaqueRoughRefractionEnabled())
	{
		Out.RenderTargets[2] = FRenderTargetBinding(Scene->SubstrateSceneData.SeparatedOpaqueRoughRefractionSceneColor, ERenderTargetLoadAction::ELoad);
		Out.RenderTargets[3] = FRenderTargetBinding(Scene->SubstrateSceneData.SeparatedSubSurfaceSceneColor, ERenderTargetLoadAction::ELoad);
	}